Crouch animation handling
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@ -253,6 +253,54 @@ Transform:
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@ -28,20 +28,38 @@ namespace TPSBR
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private DeadState _dead;
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private DeadState _dead;
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[SerializeField]
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[SerializeField]
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private JetpackState _jetpack;
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private JetpackState _jetpack;
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[SerializeField][Tooltip("Crouch animation state. Assign your crouch clip/state here.")]
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private CrouchState _crouch;
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private KCC _kcc;
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private KCC _kcc;
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private Character _character;
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// AnimationState INTERFACE
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// AnimationState INTERFACE
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protected override void OnInitialize()
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protected override void OnInitialize()
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{
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{
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_kcc = Controller.GetComponentNoAlloc<KCC>();
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_kcc = Controller.GetComponentNoAlloc<KCC>();
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_character = Controller.GetComponentNoAlloc<Character>();
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}
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}
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protected override void OnFixedUpdate()
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protected override void OnFixedUpdate()
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{
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{
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KCCData kccData = _kcc.FixedData;
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KCCData kccData = _kcc.FixedData;
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// Crouch animation handling
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if (_crouch != null)
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{
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bool isCrouched = _character != null && _character.IsCrouched;
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if (isCrouched == true && kccData.IsGrounded == true)
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{
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_crouch.Activate(0.1f);
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}
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else
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{
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_crouch.Deactivate(0.1f);
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}
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}
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if (kccData.HasJumped == true)
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if (kccData.HasJumped == true)
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{
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{
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_jump.Activate(0.2f);
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_jump.Activate(0.2f);
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@ -0,0 +1,13 @@
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namespace TPSBR
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{
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using Fusion.Addons.AnimationController;
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/// <summary>
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/// Simple crouch animation state. Uses a single clip.
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/// Inherits from ClipState like JetpackState for minimal setup.
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/// </summary>
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public sealed class CrouchState : ClipState
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{
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// Intentionally minimal; customization (weapon variants, etc.) can be added later if needed.
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 7ad3db88389646f3be12ba8cf9423b03
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timeCreated: 1761146617
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